
2004 · Core Rules (min needed to play)
genreDiversion i Manual
A generic tabletop roleplaying system for adventures in supernatural, mutant, cybernetic, or other settings. Characters resolve actions by rolling 2d6 under or equal to an ability plus skill, with optional bonus, penalty, and difficulty rules for adjusting task odds. Rules cover special abilities such as telepathy, bewitchment, and interfacing, along with vehicles ranging from cars to starships. The system is largely compatible with the Impresa Modular Roleplaying System and can be adapted for use with Active Exploits Diceless Roleplaying.
- Complexity
- 1 / 5
Dice (Primarily d6)
About the game
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Game facts (players, playing time, age, credits) from BoardGameGeek.
